using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace BaseGames.World.Map
{
/// 房间可见性三级状态:未知 / 已踏入 / 已标注(购买地图碎片)。
public enum RoomVisibility { Unknown, Explored, Mapped }
///
/// 地图面板中每个房间对应的格子 UI 组件(架构 15_MapShopModule §1.3)。
/// 同时被 MapPanel(全屏地图)和 MinimapHUD(角落小地图)复用。
/// 颜色通过 从外部注入,不在此处硬编码。
/// 属性在 Awake 中缓存,避免调用方反复 GetComponent。
///
public class MapRoomCellUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField] private Image _bg;
[SerializeField] private Image _icon;
[SerializeField] private RawImage _outlineImage; // 可选:房间非矩形轮廓纹理
[SerializeField] private Image _highlight; // 可选:当前房间高亮描边(玩家所在时激活)
[SerializeField] private Image _fogOverlay; // 可选:未知房间雾效覆盖层(R12-FD)
// 实例颜色(默认值与原硬编码保持一致);可通过 SetColors 统一覆盖
private Color _colExplored = Color.white;
private Color _colMapped = new Color(0.45f, 0.45f, 0.45f, 1f);
private Color _colUnknown = Color.black;
private RoomVisibility _currentVisibility;
private string _displayName;
private Action _onHover;
private Action _onHoverExit;
/// 格子的 RectTransform(Awake 中缓存,外部直接访问无需 GetComponent)。
public RectTransform RT { get; private set; }
private void Awake() => RT = GetComponent();
///
/// 初始化格子(可见性、图标、Tooltip 回调)。
/// R11-N8:不再在 Setup 中设置位置/尺寸,调用方按需调用
/// 或直接操作 。
///
public void Setup(MapRoomDataSO room, RoomVisibility visibility, Sprite icon,
Action onHover = null, Action onHoverExit = null)
{
_displayName = room.DisplayName;
_onHover = onHover;
_onHoverExit = onHoverExit;
// 房间轮廓纹理(非矩形形状,覆盖在矩形背景上方)
if (_outlineImage != null)
{
_outlineImage.texture = room.RoomOutlineTex;
_outlineImage.enabled = room.RoomOutlineTex != null;
}
SetVisibility(visibility);
if (_icon != null)
{
_icon.sprite = icon;
_icon.enabled = icon != null;
}
}
///
/// R11-N8 独立布局接口:根据房间格子坐标与单格像素数设定位置和尺寸。
/// MapPanel.BuildGrid 与 MinimapHUD.PlaceCell 均通过此接口定位,
/// 两者互不干扰,消除 Setup 中的重复赋值。
///
public void SetGridLayout(MapRoomDataSO room, float pixelsPerCell)
{
RT.anchoredPosition = new Vector2(room.GridPosition.x * pixelsPerCell,
room.GridPosition.y * pixelsPerCell);
RT.sizeDelta = new Vector2(room.GridSize.x * pixelsPerCell,
room.GridSize.y * pixelsPerCell);
}
/// 覆盖此格子的三级可见性颜色(通常由 MapPanel / MinimapHUD 在创建后统一调用)。
public void SetColors(Color explored, Color mapped, Color unknown)
{
_colExplored = explored;
_colMapped = mapped;
_colUnknown = unknown;
SetVisibility(_currentVisibility); // 用新颜色重新渲染当前状态
}
public void SetVisibility(RoomVisibility v)
{
_currentVisibility = v;
if (_bg == null) return;
_bg.color = v switch
{
RoomVisibility.Explored => _colExplored,
RoomVisibility.Mapped => _colMapped,
_ => _colUnknown,
};
// R12-FD 雾效覆盖层:仅在完全未知时显示
if (_fogOverlay != null)
_fogOverlay.enabled = v == RoomVisibility.Unknown;
}
/// 向后兼容:直接传 bool 时等同于 Explored / Unknown。
public void SetDiscovered(bool v)
=> SetVisibility(v ? RoomVisibility.Explored : RoomVisibility.Unknown);
/// 激活/取消当前房间高亮描边。
public void SetHighlight(bool v)
{
if (_highlight != null) _highlight.enabled = v;
}
///
/// 新发现房间时播放闪白淡出动画(R12-FC)。
/// 由 MapPanel.OnRoomMappedAnim 调用;协程安全:组件被销毁后 Unity 自动终止。
///
public IEnumerator PlayRevealAnim(Color flashColor, float duration)
{
if (_bg == null) yield break;
var original = _bg.color;
_bg.color = flashColor;
float elapsed = 0f;
while (elapsed < duration)
{
_bg.color = Color.Lerp(flashColor, original, elapsed / duration);
elapsed += Time.unscaledDeltaTime;
yield return null;
}
_bg.color = original;
}
public void OnPointerEnter(PointerEventData _)
{
if (!string.IsNullOrEmpty(_displayName)) _onHover?.Invoke(_displayName);
}
public void OnPointerExit(PointerEventData _) => _onHoverExit?.Invoke();
}
}